(For Turtle Play use a cheat AI with a cheat+build factor of 1.4 on a 10x10 map.)

New functions:

- Same functionality on maps with and without AI path markers. (Game is slower without markers.)- New target function can handle 2 lakes maps like setons clutch, and has the same functionality with or without AI markers.- Homeless units (no platoon, stucked etc) will now return to the nearest location for new orders.- New eco system does not cancel buildorders if eco is low.- AI detects paragon like buildings for more build power.- Engineers will now set to pause while assisting if eco is too low.- New mass extractor upgrade logic. AI spends 40% of its overall income for mass upgrades. (can dynamically change)- AI will first upgrade mass extractors near main base, not in order how they where build.- AI can now build support factories.- AI supports multifaction build and upgrades. (captured units or All Faction mod)- New nuke AI function for new attack modes with strategical missiles like overwhelm or Jericho bombardment- Additional build platoons in case a paragon like structure is build. (Mass nukes, Experimantals spam etc)

- Reworked AI pathfinding function (Edsger Dijkstra's A Star algorithm)- New location range manager is adjusting the influence radius of location managers to prevent overlapping areas.- New engineer pathing system to find locations with and without AI markers- New engineer transfer function to move idle engineers from expansions back to main base for better build power.- Units will not simply be killed on unitcap, they will be send to the enemy.- Special platton form builder for mods. (Hydrocarbon upgrader for Black Ops etc.)- New buildconditions for platoon builder and former.- New unit category "AMPHIBIOUS" to form amphibious platoons. (All amphibious units get this category injected. Also units from mods.)

Update 06.Nov.2018 (v44)- Fix: fixed a bug in case a platoon is dead but the target function is still searching for targets- Opt: Ecomanager will now upgrade more extractors if the mass storage will get near 100%- Opt: Changed land and air builder to build more high tier units and stop building lowtech on unitcap

Update 20.Sep.2018 (v42)- Support for all faction mod- Added some Naval builder- Added new buildcondition "CanBuildCategory" to check if we can build a (modded) unit.

Update 06.Aug.2018 (v41)- AI ecomanager now detects paragon like buildings- Added new factory upgrade platoon to upgrade captured factories- Nuke buildings will no longer build near another nuke building

Update 20.Jul.2018 (v39)- Added builders for supportfactories- Added ecomanager for engineers (engineers will now set to pause if eco is too low while assisting)- Added function to remove mass marker if they are to close to the map border (under 8 mapunits)

yes at the moment the AI is spaming mostly T1 units.I plan to add factory upgrades and T2/T3 spam later.And instead of building experimentals it should spam air units.

But most of the time i am hunting and fixing ingame bugs.I lost the last week only for fixing the ingame AI assisting functions, so i can continue with my assisting plattons.(Engineers where only assisting a single construction at the same time. Now they will spread out to assist all constructions.)

And here is the problem. I wan't my AI to use support factories to spam T2 or T3 units.But the game has no upgrade builder for Supportfactories. It can only upgrade to HQ's.

So i have to create new support factory upgrade builders for the game, and then i can continue with T2 spam

Great to see progress! In case if the AI reaches a more complete stage and would be implemented in FAF it maybe could solve some of the community problems. Like worthwhile opponents for newer players or more advanced ones for better warm up as the current AI not only has some technical problems but also is quite outdated in terms of game style and not really worth watching. Also introducing new maps would be easier if the AI could serve as player replacements until a map gets more known or even when someone disconnects mid game so instead of a man down maybe an AI could take over the base but that's just a random idea I had.